Can you look into the problem with remapping he single attack key?
I use a joystick with the single attack button mapped to the trigger, but you can duplicate the problem by mapping single attack to any key (like the space bar, for instance), As far as I can tell the problem stems from the fact that the default for single attack is the left mouse button, which is also used to click buttons on hot bars, drag overlay windows (like the examination orb, chat boxes, etc) around, and so on. Therefore, there is a routine that disables the attack function when the cursor is over any of the overlay windows. However, when single attack is mapped to another key, the left mouse button still does all the window overlay functions, the new key does not. However, the attack function is still disabled whenever the cursor is over an overlay, even though this is no longer needed or desired. So, you wind up trying to swing your weapon for a couple of seconds before you realize it isn't working, grab the mouse to move the cursor off the hot bar and trying to swing again, only to realize the cursor landed on the quest completion window, or the orb, or the xp bar or something else. You still can't swing and then, suddenly you're dead. I first bugged this problem during beta (althouogh this post contains more info than my bug report), and it has been very exasperating on many occasions.
PS: I love what you guys have planned for mod 6, but I think you should consider not making the prestige class enhancements exclusive. Prestige classes in D&D are not exclusive, and if someone wants to go to all the trouble of meeting the requirements for several prestige enhancements, they should be allowed to do so. They will be self limiting in the huge number of feats and enhancements they will need to take in order to meet all the requirements.
Codog and Eladrin are teh PwnZerz!
Codog you already have my ideas on these but i figure i'll post these for the community to see.
Stances. For Rangers.
Heres what i propose:
Stance of Power - Similiar to power attack. Really almost exactly similiar. One-Handed Weapons = Short Bows, Two-Handed Weapons = Long Bows. Same plusses and minuses as Power Attack. One Exception - Make it so you get it with Deepwood Sniper. This would increase the appeal of Deepwood Sniper and also appease the straight dex rangers.
Stance of Speed - While in this stance you gain an increase to attack speed (10-25%), while taking -4 (can be adjusted) to hit. Make it only available with Arcane Archer maybe? I personally wouldn't use this, because quality before quantity (unless its many shot!) :D. However, many people would love this i think.
Both of these would have to be toggeable of course. Theres some merit in making your stance break after having for so long or after moving for a set period of time without stopping to shoot anything. Does not matter to me, i could deal with it pretty simply as long as the cooldown isnt bad on it ( maybe the same as defensive fighting?).
How about making this thread a sticky?
Hijacking Codog's thread!
Since I don't want codog to get all the fans, I'll be reading this thread too and stealing some of the questions. Bwahahaha!
Exploding ammo: that's in the to-do list; it's not very difficult, but hasn't been a very high priority. So, there's a decent chance you'll see them in the not-too-distant future. Kobold throwers shouldn't have all the fun with grenades...
Originally Posted by Kisaragi
New weapon styles: Animations are relatively expensive. Scythes, double-ended weapons (which I've seen requested in a number of other threads), polearms, and so on all require that someone animate a five-attack standing combat sequence, an idle sequence, a couple of special attack swings for cleave/whirlwind, and a two-attack moving sequence for each race. That much animation effort could instead get you all the animations for several new monsters.... Thrown spears, slings, or other missile attacks are easier, since you don't need the five-attack sequence, but still not cheap.
Given the finite art budget, we've been making the choice in the past to bring new monsters rather than new weapons... We may get you a new weapon style in the future, but it's likely to be a while.